Background And Aims: The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre and to evaluate its psychometric properties in a large sample of highly engaged video gamers.
Methods: Stage 1 of this project involved a systematic review that generated the items for the Gaming Motivation Inventory (GMI). Stages 2-4 involved an evaluation of the psychometric properties of the GMI. A sample of 14,740 video gamers (89.3% male; mean age 24.1 years) were recruited via an online survey promoted by a popular gaming magazine.
Results: In Stage 2, twenty-six gaming motives were identified, which clustered into six higher-order dimensions (Mastery, Immersion/Escapism, Competition, Stimulation, Social, Habit/Boredom). In Stage 3, construct validity of the six higher-order motives was assessed by associations with gaming-related, personality, and psychological variables. In Stage 4, the relationships between motives and depression symptoms and gaming disorder symptoms were explored. Although gaming motives had weak associations with gaming genres, they were moderately related to variables such as competitiveness, sociability, and positive and negative affect. Gaming disorder symptoms were directly predicted by depression symptoms and indirectly via Immersion/Escapism, Habit/Boredom, and Competition motives.
Discussion And Conclusions: These findings support the notion that motives are one of the primary causes of gaming behavior and play an important role in predicting its problematic nature. The GMI is a psychometrically valid tool that will be useful for gaining insights into factors underlying gaming behaviors.
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http://dx.doi.org/10.1556/2006.2022.00048 | DOI Listing |
J Neuroeng Rehabil
January 2025
Department of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Vita Stråket 12, Floor 4, 41346, Gothenburg, Sweden.
Background: Myoelectric pattern recognition (MPR) combines multiple surface electromyography channels with a machine learning algorithm to decode motor intention with an aim to enhance upper limb function after stroke. This study aims to determine the feasibility and preliminary effectiveness of a novel intervention combining MPR, virtual reality (VR), and serious gaming to improve upper limb function in people with chronic stroke.
Methods: In this single case experimental A-B-A design study, six individuals with chronic stroke and moderate to severe upper limb impairment completed 18, 2 h sessions, 3 times a week.
BMC Med Educ
January 2025
First Affiliated Hospital of Kunming Medical University, No. 295, Xichang Road, Kunming, 650032, China.
Background: With the continuous development of educational methods, desktop virtual reality technology has gradually attracted widespread attention. Although current research has shown that this technology can promote learning among nursing students, the mechanism and intrinsic factors are not yet clear. This study aims to explore the mechanisms and factors of the application of desktop virtual reality technology in nursing students' education and discuss the possible outcomes.
View Article and Find Full Text PDFJ Gambl Stud
January 2025
Center on Alcohol, Substance Use, And Addictions (CASAA), University of New Mexico, 2650 Yale BLVD SE, Albuquerque, NM, USA.
In comparison to other motives for gambling, social motives (e.g., gambling for social interaction) are often suggested to be the least problematic and, in some cases, even a protective factor for problem gambling.
View Article and Find Full Text PDFJ Gambl Stud
January 2025
Department of Psychosocial Science, University of Bergen, P.O. box 7807, Bergen, 5020, Norway.
Rates of gambling disorder (GD) have been found to be higher among people receiving disability benefit, but few studies have investigated whether receiving disability benefit prospectively actually increases the risk of GD. The present study investigated whether those with a disability benefit had an increased risk of developing GD using a case-control design. The study sample was retrieved from the Norwegian Patient Registry (NPR, N = 5,131) and consisted of all adults in Norway (18 years and older) who had received a GD diagnosis (F63.
View Article and Find Full Text PDFJ Public Health Policy
January 2025
Collaboration for Evidence Research and Impact in Public Health, School of Population Health, Curtin University, Perth, WA, Australia.
In Ghana and many other sub-Saharan African countries gambling advertising has become pervasive due to weak regulations that allow gambling operators to zealously promote their products as a risk-free way to make money. In this commentary, we provide a public health perspective based on document analysis of the Ghana Gaming Commission's guidelines on advertisements, and recommendations for strengthening Ghana's gambling regulatory environment. With the industry intensifying its focus on new markets to grow and sustain profits, and new global players entering Ghana's market, the competition for market share will most likely intensify with an associated and aggressive increase in gambling advertising.
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